The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Forager
1
FaD (143)
The character removes up to two setback dice from [their] skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Expert Tracker
2
FaD (142)
The character removes a setback dice per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal.
Uncanny Reactions
2
FaD (153)
Force talent. The character adds a boost die per rank of Uncanny Reactions to [their] Vigilance checks.
Keen Eyed
1
FaD (146)
The character removes a setback die per rank of Keen Eyed from [their] Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal.
Grit
2
FaD (144)
+1 ST
Toughened
3
FaD (153)
+2 WT
Force Rating
2
FaD (143)
+1 FR
Dedication
0
FaD (141)
+1 Characteristic (None yet)
Preemptive Avoidance
1
FaD (149)
Force talent. Immediately after an opponent moves to engage the character, the character may spend one Destiny Point to disengage from that opponent as an out-of-turn incidental.
Sense Advantage
1
FaD (151)
Force talent. Once per game session, the character may add two setback dice to the skill check of one NPC within extreme range.
The Force Is My Ally
1
FaD (153)
Force talent. Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver.
Dodge
1
FaD (142)
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge.
Hunter
2
FaD (145)
The character adds a boost die per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. The character adds +10 per rank of Hunter to all of [their] Critical Injury rolls against animals.
Rapid Recovery
2
FaD (150)
When the character recovers strain after an encounter has concluded, [they] recover one additional strain per rank in Rapid Recovery.
Natural Hunter
1
FaD (148)
Once per game session, the character may reroll any one Perception or Vigilance check.
Force Powers
Force Rating
3
Power
Sense
Description
Sense's basic power allows the Force user to sense the living Force interacting with the world around [them]. This allows [them] to perceive life and read emotions. The basic power has two ways to spend Force points:
The user may spend a Force point (◑) to sense all living things within short range of [themself] (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point (◑) to sense the current emotional state of one living target with whom [they] are engaged. The user may not activate this multiple times.
Upgrade
Effect
Duration
Sense's ongoing effects may be triggered one additional time per round.
Strength
When using Sense's ongoing effects, the user may upgrade one additional die.
Control
The user gains the ability to sense danger the moment before it strikes, allowing [them] to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, [they] upgrade the difficulty of the pool once. The user may not activate this multiple times.
Control
Control Upgrade: The Force user's ability to anticipate danger allows [them] to anticipate the actions of [their] opponents while [they] take the offensive, making [their] own blows harder to avoid. This power gains the ongoing effect: Commit a Force die. Once per round, when the Force user makes a combat check, [they] upgrade the ability of the pool once. The user may not activate this multiple times.
Power
Foresee
Description
The most basic form of Foresee allows the character to look into the Force to see vague hints of [their] near future. These hints may be blurry visual images, brief samples of sound, or simple emotions. The basic power has one way of spending Force points:
The user may spend a Force point (◑) to gain vague hints of events to come in the next day of [their] own, personal future. The basic power cannot see further than one day.
Upgrade
Effect
Control
When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. [They] may spend a Force point (◑) to gain a success result on [their] check, and may activate this multiple times.
Power
Move
Description
At its most basic, Move allows the Force user to move small objects that are near [them]. It has one basic effect:
The user may spend a Force point (◑) to move one object of silhouette 0 that is within short range up to [their] maximum range. The default maximum range is short range. The user may not activate this multiple times.
Upgrade
Effect
Control
The user gains the ability to pull objects off secure mountings or from an opponent's grasp.
Range (x1)
Spend a Force point (◑) to increase the maximum range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time. However, remember the user must still spend Force points to activate the power's actual effects.
Control
The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. (This attack uses the Discipline skill.)[1] The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough Force points (◑) to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, [they] may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Power
Ebb/Flow
Description
The basic power can be used either to empower the user or to sap strength from the user's foes. The basic power has two ways to spend Force Points.
Ebb: When the Force user makes a skill check, [they] may roll an Ebb power check as part of the roll. The user may spend a Force point to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, [they] may roll a Flow power check as part of the roll. The user may spend a Force point to heal 1 strain. The Force user may not activate this multiple times.
Upgrade
Effect
Strength
The Force user may spend a Force point to increase the strain healed or inflicted by this power by 1. The Force user may activate this multiple times.
Background
Comfortable with Tech - Living the modern colonist/homesteader life, with secondhand tech.
Duty to tradition - separated from other Dathomirians during the exodus after Dooku's revenge. Raised on vague stories of Nightsisters, then left her community around age of majority.
Fleeing the empire/desire for understanding. What are the strange visions she has?
Motivation
Understand the visions
Love of the natural world - a desire to develop survival skills in all the places she visits/stays
Obligation 10 - Criminal - On a previous planet, several years ago, Eizorren came into conflict with a wealthy member of society who was short-changing lower-class customers on vital goods. After calling out the merchant, they retaliated by filing false charges with a tame judge. Due to her ability to foresee, she skipped town before she could be arrested, but her personal details have been entered into that system's criminal databases as she never showed up to mount a legal defense.
Ren found out: ESA (Eriadu Sector Authority) arrest warrant.
Allica Rhade: Female human lawyer, university of Coruscant is on the case
Pardon from imperial captain, general, admiral, governor, moff would do it.
Randolf Khelpheenon is the business owner who reported Ren for SLANDERING THE EMPEROR. Can he be made to rescind?
Milky-blue skin tone, partial tattoos (eyebrow marks and some lines and dots on face, but not a complete death mask), white hair.
Taller (5'10" in sturdy outdoor boots?), late 20's, walks-a-lot fit but not athletic or swole.
HIDDEN IN THE JUNGLE
- Part of a holochron. It might be that we can find other part(s) later.
A nice Cerean wool poncho.
Mystery Stone: "Nishalorite" stone. IT SPINS.
1x Pristine Storm Trooper Armor, hidden at jungle base.
1x Eta class supply barge, hidden at jungle base.
50k old republic credits, from op w/ Bell
CONTACTS:
Career Salvager - Name: Daugbah - Ugnaught salvage captain of H-14/L-2783-0-0-5, Imperial Salvage Guild
Ren owes him two favors. Hooked her up with some proton torpedoes.
Droid/Cybernetic Specialist - Jebwah, a Squib from the Stellar Shantytown. Retrieved him from Chiianta the Hutt's prison, probably saved his life. Can help with work on (or sourcing) droids/cybernetics.